While I am able to add multiplayer to the game, I think that it wouldn't be used as much as you would expect.
Racing requires all the players to start at a specific time, so you wouldn't be able to do anything until all the players connected and were ready to go.
Because ~0 players are all online at the same time, you would likely be waiting an insufferable amount of time before someone else joined you to race, which would in turn lead to people not even bothering.
'Inviting' people to join a game is a pretty difficult system to implement, as you have to be informed of who else is online, and then all of the systems to send an invite - reject/accept - go into game after accepting... etc. I may consider it in the future, but currently it feels like a lot more work than it's worth.
--- Also, I am going to implement unlockable marble skins soon(tm), in which case there should be a way to show them off, so in the future there will likely be a multiplayer aspect unless we can come up with a better way to show off your achievements in the game. - It just might not be a race mode.
I really want to see someone do Basic Mechanics by edge hitting the very first edge and then shoot up to the platform to the right of the 2nd blue MP. I got about 1-2 marbles away, and I don't know if it's possible.
If that's not possible, at least make it over the blue MP wall before the ~20 sec cycle. The fact that the MPs create time equalizers is both a comfort and a frustration. It's a comfort since I know I can make mistakes and still make it in time, and also a frustration because it cancels any optimizations made in the first half of the level.
Also, I know it would mess up the leaderboards, but the bouncy floors are a tad buggy. For example, sometimes while holding down the jump key and hitting it, there is zero bounciness, even less than a non-jump bouncy floor hit.
Yeah, jumping in general can be pretty finicky; sometimes jumps don't register when the key is pressed near the ground.
Ya, jumping still needs work, like it did in the 3D game. I want physics to be challenging in the sense that you have to take inertia into account when you are trying to stop before a gap, but it also has to be reliable, most of the rolling and wall hits are, but jumping is an issue. Rest assured that I am actively working on a solution (Reason Jump + Bouncy floor can cancel is that jump can trigger before the collision)
Also, Matan got a 23.X second run on it, by wall hitting to skip the MPs, so you can do it sub 30, idk if you can get up there from the bottom.